Minor stuff:Descriptions should be consistent
E.g. descriptions of elementals from Conflux differ sometimes between unupgraded and upgraded, e.g.
Fire Elemental: "Immune to fire, vulnerable to ice", but
Energy Elemental: "Fire immunity. Ice vulnerability"
Or for Sprites it says "No enemy retaliation" while for Cerberi it's "Enemies cannot retaliate" etc.
Some descriptions could be shortened, e.g. Water/Ice Elementals from "Vulnerable to Fireball, Inferno and Armageddon" to "Fire vulnerability" (or "Vulnerable to fire", whatever is the general term for all units). Or "Mind spell immunity" for psychic elementals is redundant, they have it anyway due to being elementals.

Graphical imperfections
Gold icon in building screen in town is of low quality (marked red):
It's the icon from the original game, but perhaps it could be improved? The other ressource icons look more fine-grained (well, fine-grained in the 1999 perspective )

EDIT: Old bugged citadel icon is still present:

EDIT: For skill specialties, other symbols are used than those for skills themselves, this could be changed to always use Basic skill symbol:

The View Earth and View Air screens look quite ugly:
The menu on the right is okay, but the terrain looks horrible. Is there any way to polish that? Also there seems to be a bug, where ressource icons etc. clutter at the left edge of the screen (marked red). In principle it would be nice to cast both at the same time to see all terrain and enemy heroes and towns (could be a new spell View Air and Earth, which unlocks when you have both of them).

Shortcuts
Shortcuts could be made more transparent. This is already done for those shortcuts which have been added by HD mod:
but it itn't for original game shortcuts:
so it could say "Move hero [M]" (M in other color). This could be done for all adventure map buttons and many more (battle screen etc.). This could also be implemented for HD mod, I guess.

General stuff:The new font is more difficult to read than the original one
This is especially important if playing at high resolutions with HD mod. And it is especially problematic for story telling purposes (normal messages that appear in campaigns), because there you have to read a lot of text. So perhaps you think about switching back? Or replacing the new font with the old font for some purposes? Or introduce an option for players to decide which font they use?
To demonstrate the problem, compare those two shots:
Old:
New:
Also, in new font, sometimes digits are too close to each other:

The First Aid tent bug could be fixed
First Aid tent (at Basic First Aid) heals only 1-50 HP randomly instead of always 50 HP. But the skill description says otherwise, so I guess original game developers did not intend it the way it now works in the game. Could be fixed by HotA, because HotA tries to stay close to the intentions of original developers

What's bugged about it? The fact that the water extends to the edges of the tile? Keep in mind that the keep is situated in the center of the image; either they'd have to move the tier 1 keep in a spot within the tile that looks awkward and off-center without the water, or accept that this image has the water touching the edges. I prefer the latter.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

Yeah, the turrets. In which version the bug exists?
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"The Erwin is out there as they say once in a while lol" - Verriker.
A felt change of consciousness - Markkur.
Use this code in Creature Quest! t2QEc#j7h

Below are a few things I've encountered (I apologize if any of these are repeats):

1) The Temple of Loyalty has a number of issues, mostly grammatical.
- The actual temple itself is misspelled "Loyality" with an unnecessary "i"
- When visiting the temple, it says "You pray in an unusual temple and feel how your army gets more united as an effect." This is not proper English. There are several ways to write this, here's one suggestion: "You pray in an unusual temple and suddenly feel it has strengthened your troops' resolve."
- Hovering over the temple, it reads "Negative morale effect negation in fraction mix until next turn". "Fraction" should instead be "faction". Also, this sentence could use some work too. Here is another suggestion: "Mixed faction morale penalty negated until next turn"
- The above brings me to my last point. The temple only provides the bonus until next turn, which has limited usefulness. May I suggest it lasts until next battle like other similar map objects?

2) The Thieves' Guild in Cove has been partially fixed. It is now properly spelled "Thieves' Guild" in the build menu, but still reads "Thief's Guild" in the description when you click on it.

3) When using the "find..." function in the map editor, selecting monolith/portal one way entrance will actually find the exits and selecting monolith/portal one way exit will actually find the entrances.

4) There was a spelling mistake in a tavern tip that I jotted down the other day. It read "Deep in the seas, on the very bottom, a mysterious Horn lies still. It will give you unpached power". "Unpached" should of course be "unmatched".

5) I noted two very minor mistakes found only in the map editor. Firstly, right-clicking on a Swan Pond will read "Swab Pond". Secondly, right-clicking on a Crypt will list "Zombies" instead of Walking Dead.

Current Map Size logo doesn't change in random maps. The logo only works correctly in campaigns or pre-made scenarios. I've experienced a couple of times now that my buddies from work looks at what the host is doing when creating a game and yells out ''we got small map'', when in fact it's only the logo that is wrong.

In menu when setting up a game: When Chess Timer is turned on, Player Turn Duration slider disappears, but only for the host. It should also disappear for other players in the game. (TCP/IP)

It appears that creatures don't cast at expert level when on Rocklands, Magic Clouds, Lucid Pools, and Fiery Fields.
For instance, I tested the Dragon Flies' Weakness and Dispel on Lucid Pools and they did not cast at expert level. Neither did the Sorceresses. Same with the Ogre Magi's Bloodlust on Fiery Fields. Ditto for Satyrs, Master Genies and the Elementals' "Protection From" spells.
For the record, this is in contrast to Magic Plains where it appears that all creatures cast at expert level.
Also, Ogre Magi cannot cast Bloodlust on Cursed Ground even though it is a level one spell.
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